๐Ÿ‰ Monster Bestiary โ€” Castle of the Winds
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Castle of the Winds features over 90 monster types across multiple categories. Monsters are generated based on dungeon level: deeper levels spawn harder creatures. Many monster types share graphics with palette swaps or recolored variants. Flavor text for each monster was written by Ben Goetter and is shown in the game when you first encounter a new type.

Below is a reference organized by category. Threat ratings are qualitative โ€” relative difficulty at the dungeon depth where you'll first encounter them.

MonsterThreatNotes
RatLowBasic dungeon vermin. Weak but aggressive in packs. First enemy most players encounter.
Giant RatLowLarger, more dangerous variant of the common rat.
BatLowFast and annoying. Interrupt rest frequently in early levels.
Giant BatLowHit harder than bats but otherwise similar.
WolfModeratePack hunters. Multiple can surround you quickly.
Brown BearModerateMultiple claw/bite attacks. Dangerous at the level you first encounter it.
Cave BearHigh8โ€“10 feet tall. Stronger than the brown bear with vicious multi-hit melee.
WolverineModerateFast and relentless. Hard to shake once it has your scent.
Wild BoarModerateCharges deal extra damage. Avoid narrow corridors with these.
PumaModerateSwift predator. Closes the distance faster than most animals.
MonsterThreatNotes
GoblinLowWeak individually, dangerous in numbers. Common in early mine levels.
HobgoblinLowLarger goblins with better weapons.
OrcModerateStandard humanoid. Carry useful loot.
Orc WarriorModerateWell-armored variant of the orc.
Orc ChampionHighLeads orc groups. Substantially tougher with enchanted equipment.
Smirking Sneak ThiefHighCan steal gold or belt items, then teleport to a random location. Requires three fireballs' worth of damage. Track it down to recover stolen goods.
OgreHighLarge, powerful. Boss companion in Hrungnir's final room.
Huge OgreDangerousHrungnir's personal guards. Fight the Giant Lord at your own peril.
Wolf-ManHighWerewolf-type. Multiple attacks. Has a named boss leader.
Bear-ManHighWerebear-type. Stronger than Wolf-Men. Has a named boss leader.
NecromancerHighCasts spells; summons undead. A named necromancer appears as a boss in the story.
MonsterThreatNotes
SkeletonLowBasic undead. Immune to poison. Use Transmogrify Monster to avoid attribute drain.
ZombieModerateSlow but hard to kill. Can drain Constitution on hit.
GhoulModerateParalyzing touch. Can freeze the player for several turns.
ShadowHighGraphically rendered as a transparent version of the default male player icon. Drains Strength.
ShadeHighMore powerful than Shadows. Also drains attributes.
WraithDangerousPowerful attribute-draining undead. Use Transmogrify Monster to avoid the fight entirely if under-leveled.
WightDangerousExperience-draining undead. Can reduce your level.
VampireDangerousFast, drains HP and attributes. Deep dungeon threat.
MonsterThreatNotes
SlimeHighCannot be killed by weapon attacks. Magic only. Even a small blob will cling and grow on contact.
Gelatinous GlobModeratePicks up items it walks over, potentially absorbing treasure. Good for inadvertent item collection.
ManticoreHighCan attack up to 6 times per turn with tail spikes (ranged). Use Slow Monster or approach in melee with high AV (80+).
TrollHighRegenerates HP rapidly. Damage it faster than it heals.
Green DragonDangerousBreathes acid/poison. The strongest poison in the game โ€” Neutralize Poison is essential.
Blue DragonDangerousLightning breath. Resistance gear helps; Ball Lightning is less effective against it.
Red DragonDangerousFire breath. Fire resistance strongly recommended in deep levels.
Abyss FiendDangerousDemon-type. Guards Surtur's final chamber in uncountable numbers.
MonsterThreatNotes
Hill GiantHighThrows boulders from a distance. Ranged attacks mean you can't safely kite these.
Stone GiantDangerousTougher than Hill Giants. Rugnir's escort.
Frost GiantDangerousCold attacks. Thrym's escort.
Fire GiantDangerousFire attacks. Thiassa's escort. Deep dungeon terror.
Boss Part Description & Strategy
Hrungnir, the Hill Giant Lord I Final boss of Part I. Found in a cross-shaped room on level 11 of the Fortress with 4 Huge Ogres as guards. Attacks the player on sight โ€” so does every guard simultaneously. Throws boulders. Drops the Amulet of Kings on death. 6 Cold Balls or 5 Ball Lightnings are enough; stay at range and exploit his lower accuracy.
Shaggy Utgardhalok, the Hill Giant Lord II First Jotun king in Part II. Accompanied by 4 Hill Giants. Boulder-thrower. Toughest Hill Giant variant.
Rugnir, the Stone Giant King II Second Jotun king. 4 Stone Giant guards. Throw boulders. Requires higher AV and HP than Utgardhalok.
Thrym, the Frost Giant King II Third Jotun king. 4 Frost Giant guards. Throws ice balls (cold damage). Cold resistance recommended.
Great Thiassa, the Fire Giant Lord II Fourth Jotun king. 5 Fire Giant guards. Boulder-thrower. Fire resistance critical. Second-most dangerous boss in the game.
The Great Demon Lord, Surtur II FINAL BOSS. Caution: EXTREMELY DANGEROUS. Do not attempt melee. Calls down Lightning, Fire, and Wind simultaneously. Escorted by uncountable Abyss Fiends and a few Fire Giants. Defeating Surtur and escaping ends the game.
๐Ÿ“ On Palette Swaps

Many monster types share the same base icon, distinguished only by color. This was a practical constraint of the 16-color Windows palette and the icon-based art approach. The Shadows and Shades โ€” which appear as transparent versions of the default male player character โ€” are a particularly striking use of this technique. The effect is lost when playing as a female character or with a custom icon.

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